Patch 2023-11-07


First of all, thanks to everybody who provided feedback, it has been extremely valuable and a source of great satisfaction.

*Gameplay & Balance*

  • Debuffs that "tick" every turn such as poison, bleeding, anxiety, and confidence now tick at the end of the turn. This is to make all buffs/debuffs consistently lose their stack at the end of the unit's turn.
  • The mana bars of the enemy units are not visible anymore, and all skill modifiers related to enemy mana (e.g. mana burn) have been removed from the game. The reason is that we find that, while those enable mana-burn thematic builds, the trade-off in terms of complexity for the player isn't worth it.
  • We've removed low-impact skill modifiers (e.g. -1 cd, -10 mana cost) so that every skill modifier reward feels impactful. We'll likely do more of this in the future.
  • The rock mob of the first battle will be substituted with a regular encounter past the first game.
  • [Dark Blessing] has been removed from the boss, in order to simplify it and to indirectly buff the Ranger class.
  • The second skill reward is now unlocked earlier. The reason is that the second unlock was so late that the player had little chance to get skill modifiers for the skill.
  • This patch introduces toggleable skill modifiers, which are modifiers that can be toggled on and off before using the skill. As of now, there is only one such modifier, [Quick Shot] "Distraction", "(Toggleable) Changes the intent of the enemy",
  • This patch introduces a new kind of skill modifier, based on auto-casting a given skill on a given ally unit.
  • Miscellaneous and minor adjustments to some mobs and skill modifiers. [Multi Shot] has gotten some love, try it out!

*Changes we're thinking about, and that *might* come in the future (leave a comment!)*

  • Reordering the team to alter the turn order between battles.
  • "Quantizing" the mana into ability points, e.g. going from 100 mana to 3/4/5 ability points. The reason would be to make calculations about the usage of the resource easier.

*New skill modifiers*

  • [Inspire] "Cast on ally on battle start": Casts Inspire on {target} on battle start.
  • [Quick Shot] "Easy Prey": +20 damage if the target is alone.
  • [Apply Poison] "Cast on ally on battle start": Casts Apply Poison on {target} on battle start.
  • [Gaze of Hate] "Contempt": Refills mana when dealing a killing blow.
  • [Gaze of Hate] "Hateful Tide": The spell is cast on all enemies. +15 mana cost.
  • [Gaze o Hate] "Visceral Hatred": Gaze of hatred doesn't do damage based on stacks anymore. +3 bleeding for each stack on the target.
  • [Anxiety] "Dark Depths": +10 duration, +20 mana cost, +3 cooldown.
  • [Anxiety] "Guilt": The hexed unit cannot gain armor.
  • [Anxiety] "Liberation": Deals 30 damage when anxiety expires.

*Fixes*

  • [Quick shot], "Strike as One" (Every time an ally attacks an enemy unit with a Melee attack, cast the skill on that enemy. -30 Max Mana.) can now trigger on single target melee attacks that are caused by triggers. For example, it can be triggered by the [Bash] modifier "Casts Bash on any enemy performing a melee attack".
  • Events are now correctly merged, this means that, for example, a skill applying poison that also has another poison modifier will lead to a single floating text saying "Poison (x<number of applied stacks>)" rather than multiple floating texts.
  • Triggers won't trigger anymore if the target is dead.
  • Fixed a bug where having multiple trigger skill modifiers of the same type wouldn't lead to the skill being triggered multiple times.
  • The wording of some skill modifiers has been adjusted and corrected.

*Other*

The wind has found its way back to the desert.

Files

linux.zip 105 MB
Nov 07, 2023
windows.zip 94 MB
Nov 07, 2023
webgl.zip Play in browser
Nov 07, 2023

Get Path of the Djinn - combat alpha

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